コード例 #1
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        //重建除device之外的一切D3D资源
        public void SetupDevice()
        {
            //重建所有的Mesh
            if (ms.mesh == null)
            {
                ms.CreateExtrusionMesh(device);
            }
            if (ws.mesh == null)
            {
                ws.CreateWallMesh(device);
            }

            //重建所有的VertexBuffer
            if (pl.vertexbuf == null)
            {
                pl.CreatePartitionLinesVertexBuffer(device);
            }
            if (wpl.vertexbuf == null)
            {
                wpl.CreateWallPartitionLinesVertexBuffer(device);
            }

            //一体创建sl及其VertexBuffer
            if (sl == null)
            {
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);
            }

            ////创建显示所需的字体
            if (d3dfont_selected == null)
            {
                d3dfont_selected = new Microsoft.DirectX.Direct3D.Font(device, font_selected);
            }
            if (d3dfont_hud == null)
            {
                d3dfont_hud = new Microsoft.DirectX.Direct3D.Font(device, font_hud);
            }

            //设置信息框背景贴图
            if (bkground_hud == null)
            {
                bkground_hud = new Texture(device, bmp_hud, Usage.Dynamic, Pool.Default);
            }

            //创建显示信息框的精灵
            if (sprite == null)
            {
                sprite = new Sprite(device);
            }
        }
コード例 #2
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        void Game_KeyDown(object sender, KeyEventArgs e)
        {
            switch (e.KeyCode)
            {
            case Keys.C:
                EnableColoring = !EnableColoring;
                EnableLights   = false;

                ms.mesh.Dispose();
                ms = new ExtrusionMesh(sec, Color.White, EnableColoring);
                ms.CreateExtrusionMesh(device);
                break;

            case Keys.Escape:
            case Keys.Q:
                Close(); break;

            case Keys.K:                     //距离
                //地图越大,将距离调最远时,越容易出现被culling的现象,估计跟projection有关
                camera.IncreaseRadius(100F);
                //if (scaling + 0.1F <= 5) scaling += 0.1f;
                break;

            case Keys.J:                     //距离
                camera.DecreaseRadius(100F);
                //if (scaling - 0.1F >= 0.1) scaling -= 0.1f;
                break;

            case Keys.Left:                     //视角
                camera.DecreaseLongitude((float)(0.02 * Math.PI));
                break;

            case Keys.Right:                     //视角
                camera.IncreaseLongitude((float)(0.02 * Math.PI));
                break;

            case Keys.Up:                     //视角
                camera.IncreaseLatitude((float)(0.02F * Math.PI));
                break;

            case Keys.Down:                     //视角
                camera.DecreaseLatitude((float)(0.02F * Math.PI));
                break;

            case Keys.Z:                     //光线方向
                dir_light.AdjustLongitude((float)(-0.02 * Math.PI));
                break;

            case Keys.X:                     //光线方向
                dir_light.AdjustLongitude((float)(0.02 * Math.PI));
                break;

            case Keys.A:                     //光线方向
                dir_light.AdjustLatitude((float)(0.02 * Math.PI));
                break;

            case Keys.S:                     //光线方向
                dir_light.AdjustLatitude((float)(-0.02 * Math.PI));
                break;

            case Keys.F:                     //区域线框
                DisplayWireFrame = !DisplayWireFrame;
                break;

            case Keys.L:                     //光照开关
                EnableLights = !EnableLights;
                break;

            case Keys.H:                     //水平面开关
                DisplayHorizonalMesh = !DisplayHorizonalMesh;
                break;

            case Keys.V:                     //垂直面开关
                DisplayVerticalMesh = !DisplayVerticalMesh;
                break;

            case Keys.I:
                DisplayInfoHUD = !DisplayInfoHUD;
                break;

            case Keys.R:                     //复位world平移矢量和camera半径
                world_translation = center;
                camera.ResetRadius();
                break;

#if (!FULL_SCREEN)
            case Keys.O:
                string fn = Program.SelectSecFile();
                if (fn != null)
                {
                    //从头创建所有的一切!
                    CleanupGraphics();
                    GC.Collect();
                    ResetAll(fn);
                    InitializeGraphics();
                }
                break;
#endif
            case Keys.OemPeriod:
                curr_district = (curr_district + 1) % ms.polys.Length;
                sl.Dispose();
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);

                curr_centroid = ms.polys[curr_district].GetCentroid();
                GenerateMessageString();
                break;

            case Keys.Oemcomma:
                curr_district = (curr_district + ms.polys.Length - 1) % ms.polys.Length;
                sl.Dispose();
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);

                curr_centroid = ms.polys[curr_district].GetCentroid();
                GenerateMessageString();
                break;

            default:
                Debug.WriteLine(e.KeyCode);
                break;
            }
        }